﻿
/***********************************************************************************************************
 * Produced by App Advisory	- http://app-advisory.com													   *
 * Facebook: https://facebook.com/appadvisory															   *
 * Contact us: https://appadvisory.zendesk.com/hc/en-us/requests/new									   *
 * App Advisory Unity Asset Store catalog: http://u3d.as/9cs											   *
 * Developed by Gilbert Anthony Barouch - https://www.linkedin.com/in/ganbarouch                           *
 ***********************************************************************************************************/


// ArrayPrefs2 v 1.4

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;


namespace AppAdvisory.TunnelAndTwist
{
	public class PlayerPrefsX
	{
		static private int endianDiff1;
		static private int endianDiff2;
		static private int idx;
		static private byte [] byteBlock;

		enum ArrayType {Float, Int32, Bool, String, Vector2, Vector3, Quaternion, Color}

		public static bool SetBool ( String name, bool value)
		{
			try
			{
				PlayerPrefs.SetInt(name, value? 1 : 0);
			}
			catch
			{
				return false;
			}
			return true;
		}

		public static bool GetBool (String name)
		{
			return PlayerPrefs.GetInt(name) == 1;
		}

		public static bool GetBool (String name, bool defaultValue)
		{
			return (1==PlayerPrefs.GetInt(name, defaultValue?1:0));
		}

		public static long GetLong(string key, long defaultValue)
		{
			int lowBits, highBits;
			SplitLong(defaultValue, out lowBits, out highBits);
			lowBits = PlayerPrefs.GetInt(key+"_lowBits", lowBits);
			highBits = PlayerPrefs.GetInt(key+"_highBits", highBits);

			// unsigned, to prevent loss of sign bit.
			ulong ret = (uint)highBits;
			ret = (ret << 32);
			return (long)(ret | (ulong)(uint)lowBits);
		}

		public static long GetLong(string key)
		{
			int lowBits = PlayerPrefs.GetInt(key+"_lowBits");
			int highBits = PlayerPrefs.GetInt(key+"_highBits");

			// unsigned, to prevent loss of sign bit.
			ulong ret = (uint)highBits;
			ret = (ret << 32);
			return (long)(ret | (ulong)(uint)lowBits);
		}

		private static void SplitLong(long input, out int lowBits, out int highBits)
		{
			// unsigned everything, to prevent loss of sign bit.
			lowBits = (int)(uint)(ulong)input;
			highBits = (int)(uint)(input >> 32);
		}

		public static void SetLong(string key, long value)
		{
			int lowBits, highBits;
			SplitLong(value, out lowBits, out highBits);
			PlayerPrefs.SetInt(key+"_lowBits", lowBits);
			PlayerPrefs.SetInt(key+"_highBits", highBits);
		}

		public static bool SetVector2 (String key, Vector2 vector)
		{
			return SetFloatArray(key, new float[]{vector.x, vector.y});
		}

		static Vector2 GetVector2 (String key)
		{
			var floatArray = GetFloatArray(key);
			if (floatArray.Length < 2)
			{
				return Vector2.zero;
			}
			return new Vector2(floatArray[0], floatArray[1]);
		}

		public static Vector2 GetVector2 (String key, Vector2 defaultValue)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetVector2(key);
			}
			return defaultValue;
		}

		public static bool SetVector3 (String key, Vector3 vector)
		{
			return SetFloatArray(key, new float []{vector.x, vector.y, vector.z});
		}

		public static Vector3 GetVector3 (String key)
		{
			var floatArray = GetFloatArray(key);
			if (floatArray.Length < 3)
			{
				return Vector3.zero;
			}
			return new Vector3(floatArray[0], floatArray[1], floatArray[2]);
		}

		public static Vector3 GetVector3 (String key, Vector3 defaultValue)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetVector3(key);
			}
			return defaultValue;
		}

		public static bool SetQuaternion (String key, Quaternion vector)
		{
			return SetFloatArray(key, new float[]{vector.x, vector.y, vector.z, vector.w});
		}

		public static Quaternion GetQuaternion (String key)
		{
			var floatArray = GetFloatArray(key);
			if (floatArray.Length < 4)
			{
				return Quaternion.identity;
			}
			return new Quaternion(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
		}

		public static Quaternion GetQuaternion (String key, Quaternion defaultValue )
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetQuaternion(key);
			}
			return defaultValue;
		}

		public static bool SetColor (String key, Color color)
		{
			return SetFloatArray(key, new float[]{color.r, color.g, color.b, color.a});
		}

		public static Color GetColor (String key)
		{
			var floatArray = GetFloatArray(key);
			if (floatArray.Length < 4)
			{
				return new Color(0.0f, 0.0f, 0.0f, 0.0f);
			}
			return new Color(floatArray[0], floatArray[1], floatArray[2], floatArray[3]);
		}

		public static Color GetColor (String key , Color defaultValue )
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetColor(key);
			}
			return defaultValue;
		}

		public static bool SetBoolArray (String key, bool[] boolArray)
		{
			// Make a byte array that's a multiple of 8 in length, plus 5 bytes to store the number of entries as an int32 (+ identifier)
			// We have to store the number of entries, since the boolArray length might not be a multiple of 8, so there could be some padded zeroes
			var bytes = new byte[(boolArray.Length + 7)/8 + 5];
			bytes[0] = System.Convert.ToByte (ArrayType.Bool);	// Identifier
			var bits = new BitArray(boolArray);
			bits.CopyTo (bytes, 5);
			Initialize();
			ConvertInt32ToBytes (boolArray.Length, bytes); // The number of entries in the boolArray goes in the first 4 bytes

			return SaveBytes (key, bytes);	
		}

		public static bool[] GetBoolArray (String key)
		{
			if (PlayerPrefs.HasKey(key))
			{
				var bytes = System.Convert.FromBase64String (PlayerPrefs.GetString(key));
				if (bytes.Length < 5)
				{
					Debug.LogError ("Corrupt preference file for " + key);
					return new bool[0];
				}
				if ((ArrayType)bytes[0] != ArrayType.Bool)
				{
					Debug.LogError (key + " is not a boolean array");
					return new bool[0];
				}
				Initialize();

				// Make a new bytes array that doesn't include the number of entries + identifier (first 5 bytes) and turn that into a BitArray
				var bytes2 = new byte[bytes.Length-5];
				System.Array.Copy(bytes, 5, bytes2, 0, bytes2.Length);
				var bits = new BitArray(bytes2);
				// Get the number of entries from the first 4 bytes after the identifier and resize the BitArray to that length, then convert it to a boolean array
				bits.Length = ConvertBytesToInt32 (bytes);
				var boolArray = new bool[bits.Count];
				bits.CopyTo (boolArray, 0);

				return boolArray;
			}
			return new bool[0];
		}

		public static bool[] GetBoolArray (String key, bool defaultValue, int defaultSize) 
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetBoolArray(key);
			}
			var boolArray = new bool[defaultSize];
			for(int i=0;i<defaultSize;i++)
			{
				boolArray[i] = defaultValue;
			}
			return boolArray;
		}

		public static bool SetStringArray (String key, String[] stringArray)
		{
			var bytes = new byte[stringArray.Length + 1];
			bytes[0] = System.Convert.ToByte (ArrayType.String);	// Identifier
			Initialize();

			// Store the length of each string that's in stringArray, so we can extract the correct strings in GetStringArray
			for (var i = 0; i < stringArray.Length; i++)
			{
				if (stringArray[i] == null)
				{
					Debug.LogError ("Can't save null entries in the string array when setting " + key);
					return false;
				}
				if (stringArray[i].Length > 255)
				{
					Debug.LogError ("Strings cannot be longer than 255 characters when setting " + key);
					return false;
				}
				bytes[idx++] = (byte)stringArray[i].Length;
			}

			try
			{
				PlayerPrefs.SetString (key, System.Convert.ToBase64String (bytes) + "|" + String.Join("", stringArray));
			}
			catch
			{
				return false;
			}
			return true;
		}

		public static String[] GetStringArray (String key)
		{
			if (PlayerPrefs.HasKey(key)) {
				var completeString = PlayerPrefs.GetString(key);
				var separatorIndex = completeString.IndexOf("|"[0]);
				if (separatorIndex < 4) {
					Debug.LogError ("Corrupt preference file for " + key);
					return new String[0];
				}
				var bytes = System.Convert.FromBase64String (completeString.Substring(0, separatorIndex));
				if ((ArrayType)bytes[0] != ArrayType.String) {
					Debug.LogError (key + " is not a string array");
					return new String[0];
				}
				Initialize();

				var numberOfEntries = bytes.Length-1;
				var stringArray = new String[numberOfEntries];
				var stringIndex = separatorIndex + 1;
				for (var i = 0; i < numberOfEntries; i++)
				{
					int stringLength = bytes[idx++];
					if (stringIndex + stringLength > completeString.Length)
					{
						Debug.LogError ("Corrupt preference file for " + key);
						return new String[0];
					}
					stringArray[i] = completeString.Substring(stringIndex, stringLength);
					stringIndex += stringLength;
				}

				return stringArray;
			}
			return new String[0];
		}

		public static String[] GetStringArray (String key, String defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetStringArray(key);
			}
			var stringArray = new String[defaultSize];
			for(int i=0;i<defaultSize;i++)
			{
				stringArray[i] = defaultValue;
			}
			return stringArray;
		}

		public static bool SetIntArray (String key, int[] intArray)
		{
			return SetValue (key, intArray, ArrayType.Int32, 1, ConvertFromInt);
		}

		public static bool SetFloatArray (String key, float[] floatArray)
		{
			return SetValue (key, floatArray, ArrayType.Float, 1, ConvertFromFloat);
		}

		public static bool SetVector2Array (String key, Vector2[] vector2Array )
		{
			return SetValue (key, vector2Array, ArrayType.Vector2, 2, ConvertFromVector2);
		}

		public static bool SetVector3Array (String key, Vector3[] vector3Array)
		{
			return SetValue (key, vector3Array, ArrayType.Vector3, 3, ConvertFromVector3);
		}

		public static bool SetQuaternionArray (String key, Quaternion[] quaternionArray )
		{
			return SetValue (key, quaternionArray, ArrayType.Quaternion, 4, ConvertFromQuaternion);
		}

		public static bool SetColorArray (String key, Color[] colorArray)
		{
			return SetValue (key, colorArray, ArrayType.Color, 4, ConvertFromColor);
		}

		private static bool SetValue<T> (String key, T array, ArrayType arrayType, int vectorNumber, Action<T, byte[],int> convert) where T : IList
		{
			var bytes = new byte[(4*array.Count)*vectorNumber + 1];
			bytes[0] = System.Convert.ToByte (arrayType);	// Identifier
			Initialize();

			for (var i = 0; i < array.Count; i++) {
				convert (array, bytes, i);	
			}
			return SaveBytes (key, bytes);
		}

		private static void ConvertFromInt (int[] array, byte[] bytes, int i)
		{
			ConvertInt32ToBytes (array[i], bytes);
		}

		private static void ConvertFromFloat (float[] array, byte[] bytes, int i)
		{
			ConvertFloatToBytes (array[i], bytes);
		}

		private static void ConvertFromVector2 (Vector2[] array, byte[] bytes, int i)
		{
			ConvertFloatToBytes (array[i].x, bytes);
			ConvertFloatToBytes (array[i].y, bytes);
		}

		private static void ConvertFromVector3 (Vector3[] array, byte[] bytes, int i)
		{
			ConvertFloatToBytes (array[i].x, bytes);
			ConvertFloatToBytes (array[i].y, bytes);
			ConvertFloatToBytes (array[i].z, bytes);
		}

		private static void ConvertFromQuaternion (Quaternion[] array, byte[] bytes, int i)
		{
			ConvertFloatToBytes (array[i].x, bytes);
			ConvertFloatToBytes (array[i].y, bytes);
			ConvertFloatToBytes (array[i].z, bytes);
			ConvertFloatToBytes (array[i].w, bytes);
		}

		private static void ConvertFromColor (Color[] array, byte[] bytes, int i)
		{
			ConvertFloatToBytes (array[i].r, bytes);
			ConvertFloatToBytes (array[i].g, bytes);
			ConvertFloatToBytes (array[i].b, bytes);
			ConvertFloatToBytes (array[i].a, bytes);
		}

		public static int[] GetIntArray (String key)
		{
			var intList = new List<int>();
			GetValue (key, intList, ArrayType.Int32, 1, ConvertToInt);
			return intList.ToArray();
		}

		public static int[] GetIntArray (String key, int defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetIntArray(key);
			}
			var intArray = new int[defaultSize];
			for (int i=0; i<defaultSize; i++)
			{
				intArray[i] = defaultValue;
			}
			return intArray;
		}

		public static float[] GetFloatArray (String key)
		{
			var floatList = new List<float>();
			GetValue (key, floatList, ArrayType.Float, 1, ConvertToFloat);
			return floatList.ToArray();
		}

		public static float[] GetFloatArray (String key, float defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetFloatArray(key);
			}
			var floatArray = new float[defaultSize];
			for (int i=0; i<defaultSize; i++)
			{
				floatArray[i] = defaultValue;
			}
			return floatArray;
		}

		public static Vector2[] GetVector2Array (String key)
		{
			var vector2List = new List<Vector2>();
			GetValue (key, vector2List, ArrayType.Vector2, 2, ConvertToVector2);
			return vector2List.ToArray();
		}

		public static Vector2[] GetVector2Array (String key, Vector2 defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetVector2Array(key);
			}
			var vector2Array = new Vector2[defaultSize];
			for(int i=0; i< defaultSize;i++)
			{
				vector2Array[i] = defaultValue;
			}
			return vector2Array;
		}

		public static Vector3[] GetVector3Array (String key)
		{
			var vector3List = new List<Vector3>();
			GetValue (key, vector3List, ArrayType.Vector3, 3, ConvertToVector3);
			return vector3List.ToArray();
		}

		public static Vector3[] GetVector3Array (String key, Vector3 defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key))

			{
				return GetVector3Array(key);
			}
			var vector3Array = new Vector3[defaultSize];
			for (int i=0; i<defaultSize;i++)
			{
				vector3Array[i] = defaultValue;
			}
			return vector3Array;
		}

		public static Quaternion[] GetQuaternionArray (String key)
		{
			var quaternionList = new List<Quaternion>();
			GetValue (key, quaternionList, ArrayType.Quaternion, 4, ConvertToQuaternion);
			return quaternionList.ToArray();
		}

		public static Quaternion[] GetQuaternionArray (String key, Quaternion defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key))
			{
				return GetQuaternionArray(key);
			}
			var quaternionArray = new Quaternion[defaultSize];
			for(int i=0;i<defaultSize;i++)
			{
				quaternionArray[i] = defaultValue;
			}
			return quaternionArray;
		}

		public static Color[] GetColorArray (String key)
		{
			var colorList = new List<Color>();
			GetValue (key, colorList, ArrayType.Color, 4, ConvertToColor);
			return colorList.ToArray();
		}

		public static Color[] GetColorArray (String key, Color defaultValue, int defaultSize)
		{
			if (PlayerPrefs.HasKey(key)) {
				return GetColorArray(key);
			}
			var colorArray = new Color[defaultSize];
			for(int i=0;i<defaultSize;i++)
			{
				colorArray[i] = defaultValue;
			}
			return colorArray;
		}

		private static void GetValue<T> (String key, T list, ArrayType arrayType, int vectorNumber, Action<T, byte[]> convert) where T : IList
		{
			if (PlayerPrefs.HasKey(key))
			{
				var bytes = System.Convert.FromBase64String (PlayerPrefs.GetString(key));
				if ((bytes.Length-1) % (vectorNumber*4) != 0)
				{
					Debug.LogError ("Corrupt preference file for " + key);
					return;
				}
				if ((ArrayType)bytes[0] != arrayType)
				{
					Debug.LogError (key + " is not a " + arrayType.ToString() + " array");
					return;
				}
				Initialize();

				var end = (bytes.Length-1) / (vectorNumber*4);
				for (var i = 0; i < end; i++)
				{
					convert (list, bytes);
				}
			}
		}

		private static void ConvertToInt (List<int> list, byte[] bytes)
		{
			list.Add (ConvertBytesToInt32(bytes));
		}

		private static void ConvertToFloat (List<float> list, byte[] bytes)
		{
			list.Add (ConvertBytesToFloat(bytes));
		}

		private static void ConvertToVector2 (List<Vector2> list, byte[] bytes)
		{
			list.Add (new Vector2(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
		}

		private static void ConvertToVector3 (List<Vector3> list, byte[] bytes)
		{
			list.Add (new Vector3(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
		}

		private static void ConvertToQuaternion (List<Quaternion> list,byte[] bytes)
		{
			list.Add (new Quaternion(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
		}

		private static void ConvertToColor (List<Color> list, byte[] bytes)
		{
			list.Add (new Color(ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes), ConvertBytesToFloat(bytes)));
		}

		public static void ShowArrayType (String key)
		{
			var bytes = System.Convert.FromBase64String (PlayerPrefs.GetString(key));
			if (bytes.Length > 0)
			{
				ArrayType arrayType = (ArrayType)bytes[0];
				Debug.Log (key + " is a " + arrayType.ToString() + " array");
			}
		}

		private static void Initialize ()
		{
			if (System.BitConverter.IsLittleEndian)
			{
				endianDiff1 = 0;
				endianDiff2 = 0;
			}
			else
			{
				endianDiff1 = 3;
				endianDiff2 = 1;
			}
			if (byteBlock == null)
			{
				byteBlock = new byte[4];
			}
			idx = 1;
		}

		private static bool SaveBytes (String key, byte[] bytes)
		{
			try
			{
				PlayerPrefs.SetString (key, System.Convert.ToBase64String (bytes));
			}
			catch
			{
				return false;
			}
			return true;
		}

		private static void ConvertFloatToBytes (float f, byte[] bytes)
		{
			byteBlock = System.BitConverter.GetBytes (f);
			ConvertTo4Bytes (bytes);
		}

		private static float ConvertBytesToFloat (byte[] bytes)
		{
			ConvertFrom4Bytes (bytes);
			return System.BitConverter.ToSingle (byteBlock, 0);
		}

		private static void ConvertInt32ToBytes (int i, byte[] bytes)
		{
			byteBlock = System.BitConverter.GetBytes (i);
			ConvertTo4Bytes (bytes);
		}

		private static int ConvertBytesToInt32 (byte[] bytes)
		{
			ConvertFrom4Bytes (bytes);
			return System.BitConverter.ToInt32 (byteBlock, 0);
		}

		private static void ConvertTo4Bytes (byte[] bytes)
		{
			bytes[idx  ] = byteBlock[    endianDiff1];
			bytes[idx+1] = byteBlock[1 + endianDiff2];
			bytes[idx+2] = byteBlock[2 - endianDiff2];
			bytes[idx+3] = byteBlock[3 - endianDiff1];
			idx += 4;
		}

		private static void ConvertFrom4Bytes (byte[] bytes)
		{
			byteBlock[    endianDiff1] = bytes[idx  ];
			byteBlock[1 + endianDiff2] = bytes[idx+1];
			byteBlock[2 - endianDiff2] = bytes[idx+2];
			byteBlock[3 - endianDiff1] = bytes[idx+3];
			idx += 4;
		}
	}
}